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mojical

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Everything posted by mojical

  1. This. It does not need to be nerfed, but rather fixed. It should as stated before have its current firerate only in burst fire mode and behave like a regular Mountie in hip fire. Though I see a "we can't implement this fix with the current engine" coming... The ARMAS Mountie is far from broken and the slower firerate makes it somewhat controllable and SMG-like compared to just being a N-FA 9 with inflated stats.
  2. I think that unlike the Yukon, the Ogre is not overpowered, but just poorly designed and anti-fun because of how it makes aiming almost irrelevant and fights are basically decided before the shooting begins. Thus, a "nerf" as in a straight downgrade is not necessary since it would risk putting it back into a similar position of uselessness where it was when its fire rate matched the regular NFAS's. However, the wind-up to firerate proportion could be adjusted to make the weapon less situational and at the same time also less annoying to face. Changing the fire interval to 0.25 and the wind up time to 0.49 would accomplish this for example. That said, the one situation where the weapon excels is at taking down speedhackers, and pretty much the only situation where it doesn't feel cheesy or unsatisfying to use in my opinion.
  3. mojical

    i need a new pc D:

    If it's something new I would try to get a Ryzen APU, you get Coffee Lake i3-tier performance with a free GPU basically, and you can also overclock. I recommend getting high quality RAM for Ryzen, not only as a general rule, but also if you want to upgrade to a Ryzen 7 with dedicated GPU down the line. A build such as this one should give excellent performance on APB with a little bit of tweaking: https://pcpartpicker.com/list/WnfQdX The RAM is sort of overkill for this budget, but since integrated graphics use RAM it will be a noticeable bottleneck to go with 2400 and/or 8GB.
  4. Weapons in APB have vastly different speeds at which the player can strafe while aiming down sights. Mostly this is related to the type of weapon, for example the Obeya only lets the user move at up to 1,39m/s while using marksmanship mode, while an ATAC with a mobility sling can achieve over 3m/s. Commonly, the rule is that heavy and/or long range weapons restrict movement speed, and light weapons such as carbines or submachine guns provide more mobility. However, there are some guns which are described in-game as being high-mobility yet have paradoxically low movement speeds while using marksmanship mode. Many of these are considered underpowered to a varying degree. The VBR was made significantly more usable when its movenemt speed was improved from 139m/s to a crazy 350m/s. Here's a list of these guns, their current marksmanship speed and the value I would change it to: COBR-A: 139 cm/s -> 275 cm/s ISSR-A (Artemis etc.): 139 cm/s -> 225 cm/s N-HVR Scout: 139 cm/s -> 175 cm/s Joker Carbine: 139 cm/s -> 275 cm/s STAR 556: 175 cm/s -> 275 cm/s While the STAR's 175 cm/s are appropriate for an assault rifle and equal with the N-Tec, the N-Tec is widely considered superior in the hands of experienced players. With a change like this, the STAR could become a more mobile, CQC-focused alternative with its own set of advantages and disadvantages. Also, perhaps due to a bug or oversight, the STAR LCR, a heavier long range version of the STAR, has a 275 cm/s movement speed which is much higher than the regular STAR. Of course the last thing the LCR needs right now is a nerf, but it casts doubt onto how each gun's individual speed was decided.
  5. The only significant problem I see with explosives (mostly OPGL) in FC is the amount teamkills they cause. Maybe there should be better measures in place to punish teamkillers, such as APB$ fines or very short suspensions (definitely less than 1 day) instead of just a kick to the login screen. One random death once in a while can happen due to a lot of things, explosives being just one of them. It's just that more often than not the OPGL wielder is in my own team. Or, in fact, just make Fight Club a FFA and solve the team balancing issues as well...
  6. (edited) It's solved, thanks to Selali for clearing it up.
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